I thought people might enjoy seeing stuff my friends and I homebrewed with.
Eye of Chanokh – The Sixth Lock
The Eye of Chanokh is a gleaming ring of layered gold wire that is bent and twisted into sigils of summoning and control, forming an almost lacelike pattern. Set in the wire is a bright emerald which shines with an internal light each time the wearer casts a conjuration (summoning) spell.
Legend claims that the gem is truly a fraction of a star that forms part of the 8-star elven constellation of Chanokh the Warcalled, a mote of the star forged into the form of an arcane gem when this relic was created. Elvish myth presents Chanokh as a warrior-wizard who summoned arcane armies he commanded as their general, and who eventually learned to summon creatures from the stars themselves. He was a great defender of elven lands, and a proponent of the effectiveness of knowledge and cunning over brute strength. When he died, the star-warriors he had called took him with them into the night sky, creating the constellation that bears his name.
Supposedly the Eye of Chanokh is one of eight great rings of conjuration, which were created to lock away a vast and evil summoning gate (which was created by demons to allow them to invade the world of men). Each of the eight rings is a lock that drains power from this evil gate, allowing the wearers of the rings to augment their conjuration spells with the leached power. As long as the rings are used, the gate is constantly weakened and can never become a threat.
Abilities By Character Level
Level 1: Once per day when you conjure creatures with a summoning spell, they gain a +1 enhancement bonus to their existing natural armor bonus to AC.
Level 2: Each creature you conjure with summoning spells gains a +1 enhancement bonus to its existing natural armor bonus to AC.
Level 3: Each creature you conjure with any summon spell gains +1 resistance bonus to saving throws.
Level 4: Once per day you may cast a conjuration (summoning) spell with a casting time of 1 round as a standard action. The summoned creature arrives immediately, and may take an action immediately.
Level 5: Once per day when you cast a conjuration (summoning) spell that summons a random number of creatures, you may roll twice to see how many creatures are summoned and take the better of the two results.
Additionally, you are able to speak to and understand all the creatures you summon with conjuration (summoning) spells.
Level 6: Each creature you conjure with any summoning spells gains a +2 enhancement bonus to its existing natural armor bonus to AC.
Level 7: Each creature you conjure with any summon spell gains +2 resistance bonus to saving throws.
Level 8: You may now cast a conjuration (summoning) spell with a casting time of 1 round as a standard action twice per day.
Level 9: You may now roll twice to see how many creatures are summoned by a conjuration (summoning) spell twice per day.
Level 10: When you conjure creatures with a summoning spell, they gain elemental resistance 10 for one element of your choice.
Level 11: Each creature you conjure with summoning spells gains a +3 enhancement bonus to its existing natural armor bonus to AC.
Level 12: Each creature you conjure with any summon spell gains +3 resistance bonus to saving throws.
Level 13: You may now cast a conjuration (summoning) spell with a casting time of 1 round as a standard action an unlimited number of times per day.
Level 14: The elemental resistance against an element of your choice gained by creatures you summon with a conjuration spell increases to 20.
Level 15: You may now roll twice to see how many creatures are summoned by a conjuration (summoning) spell three times per day.
Level 16: Each creature you conjure with summoning spells gains a +3 enhancement bonus to its existing natural armor bonus to AC.
Level 17: Each creature you conjure with any summon spell gains +3 resistance bonus to saving throws.
Level 18: The elemental resistance against an element of your choice gained by creatures you summon with a conjuration spell increases to 30.
Level 19: Three times per day you may cast a conjuration (summoning) spell of 1st-3rd level as a swift action.
Level 20: Three times per day when you cast a conjuration (summoning) spell that summons a random number of creatures, you may choose to receive the maximum number. You may make this decision after seeing how many creature the spell would have randomly produced.
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‘Scrapers is a campaign concept, for whatever system or use interests you.
You live in Jenney Tower West. You were born here, you presume you’ll die here. The top of the tower is somewhere unseen above you, stretching like a ribbon into the sky. The bottom is equally invisible, down under the Vapor. You’ve never gone down to the Vapor levels. Jenney Tower East is visible. The middle of it anyway. A few hundred feet across the Empty. Sometimes there are crosswalks.
Which are always war zones. Easters are more than a little crazy.
You are a Scraper, one of the migrating scavengers who strips each floor of anything of value or use, and trades it to survive. As each level is, on average, roughly 4,500 square meters of floorspace, and there are 20-30 levels being Scraped at any time, you often trade to other Scraper gangs, or solo Scrapers. But more often, you depend on the Ele-Markets, hand-cranked mobile trade stalls that ratchet between the Scraper levels, the Middles in the 10-20 floors above you.
On the Middles levels, things still work… some. Warehouses haven’t been depleted of everything yet. Automated systems and assistants can still sometimes turn on and off lights, close windows, and so on. Power still comes from the walls… sometimes. The intercom is almost entirely functional, the vid-screens can run 24/7. Plumbing is mostly functional. It’s easier for Middle on the higher floors, of course. As they use up the things they prefer, those upper Middles migrate to the floors above them. The ones the Uppers left behind when they migrated upward seeking caviar and fully functional android assistants.
As the higher Middles move into new territories, the floors below them migrate up as well… as long as they can afford to. A level every month, more or less. Moving takes credit with the Ele-markets, and spare time, and manpower. Your ancestors might have been Middles, once. But they waited too long to shift up a few floors, so you’re all Scrapers now. You also move up roughly a level a month. If you run out of scavenge early, maybe you push those above you, or supplant them, a little early. You certainly don’t want to wait around too long.
You’re told there are Penters, up above even the Uppers. Just one floor of them, or maybe two. But you’re not sure you believe that. If there was just one floor worth of Penters, why wouldn’t the Uppers just rush those floors and move above them?
Below you are poorer and poorer Scrapers, groups unable to enforce claims to better scavenging grounds. You don’t have much, but at least you can still find food now and then, or trade with one of the scaffold farms hanging on the outside of the Tower, suspended from ropes that go…. up. Though honestly, what you have isn’t all that awesome. Security systems still work sometimes. Middles come down with better weapons and gear to take things they realize they left behind. THINGS come out of the vents, and ducts.
The THINGS live in the Vapor levels, but they’re climbing too. The Deep Vapor has worse creatures, but they can’t survive out of the Vapor, even for a moment. And between the lowest Scraper floor, and the highest Vapor floor?
Crazies, cults, broken machine angry at being abandoned, and the Uninsured. The Uninsured have a taint of the Vapor, be that boils, or sharp teeth and a taste for flesh, or weird mind powers. Even the lowliest Scraper can’t trust Uninsured.
You may have some Vapor taint too, but you want that to stay a secret.
Scrapers life is hard. Detritus comes down chutes, which you capture when you can. Bodies, sometimes. You can make mulch, and sell it up. Or pull up cables, carve off building materials, turn it into raw material for Middles to patch what they have. Or to sell as new things to Uppers. Uppers don’t know how to make anything. Or for Ele-markets to turn into cranks, and winches. You can gather water, from rain and from broken sewers above you. Grow a few things. And repurpose to make clothes. And tools. And barricades. And weapons.
Weapons kill a lot of Scrapers. So do traps, rogue machines, Middle mercenaries dipping down, Uninsured raiders popping up, and even other Scrapers often threaten you. Scrapers die faster than they breed, but that’s okay. Poor Middles who lost their spot become Scrapers fast enough to make up the difference. Every month, at least a dozen Middles discover their last neighbors moved on. Moved away.
The Vapor is moving up, too.
Faster than you are, in recent months.
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The AssassiNations is a conceptual paradigm, a rough description of a secret world and their rules and rulers, designed for use in TTRPG campaigns where something a step more involved than just secret societies is desired.
The AssassiNations are non-territorial governments that rule over populations of secret societies and superhuman clans, ruled with an iron fist by the Erebocracy and it’s regimented laws known as the Canon. They are also one of the least closely-guarded secrets in the world.
Nearly all classic world powers are aware of them. In most service industries between 10-15% of the members know enough to avoid violating the Canon, but that goes up for many fields such as train and bus employees, hotel concierges, sex workers, smugglers, and mercenaries. More than 3/4 of the cabbies in New York City are formally Read In, even if they are mostly nonpartisans.
Despite nearly 10% of the world’s population having some level of familiarity with the AssassiNations, that knowledge does not spread. No one who does not need to know is told, and this rule is very rarely broken. In part, this is because the Erebocracy forbids such revelations, and rules over the greatest sects of secret killers, spies, and double agents the world has ever known. And partly, it is because it’s better for everyone that way.
The AssassiNations are a solution to the problem of there being more than one clade of person in the world. While the classic governments of the world are sufficient for most people, there is a second kith of people with extraordinary abilities. They have been called many things over the eons–Argonauts, fey, djinn, even demigods. The next step in human evolution. Aliens. What is important is that the Shadowbreed exist, and are capable of acts of reasoning, endurance, resilience, accuracy, and strength literally impossible for typical humans.
The Shadowbreed vary between 2-15% of the human population, and are found in every nation, every ethnicity, every culture. If they are a different species, they are as broad and varied as humanity itself. If they are a mutation, they are one that does not seem to be spreading. If they are sidhe, they lack the vulnerabilities legend suggests they should possess.
The AssassiNations themselves are often strongly tied to their native cultures, though they evolve and adapt and adopt as any culture does. Whenever a territorial government or group explored, conquered, committed genocide, there were Shadowbreed AssassiNations present on both sides. Once, they warred in near-open conflicts, many of which are the source of ancient mythology. But with the rise of the Erebocracy and it’s Canon, their conflicts are much more regimented. Choreographed. Secret. Quiet.
Canon dictates no single conflict may include more than a dozen Shadowbreed without Ereborcracy sanction. Sanctions are generally in the form of contract hits, laying a price on the slaying of a rogue Shadowbreed that any member of an AssassiNation can claim. No one who is not Read In is ever to be involved in any AssassiNation business or conflict, and only regional Triararchs and their sworn Liturgies can read anyone in. Anyone not a formal member of an AssassiNation is nonpartisan, not to engage in violence against Shadowbreed, or be a target of it.
All AssasssiNation services, known as Custom, as available only to those in good standing with the Ereborcracy. Custom is paid for only in Blood Gold, red coins only the AssasiNations mint or use, and any single Custom has a cost of a single Blood Coin.
Specific locations are declared Moresnet — neutral zones where violence of any kind is forbidden. These include the headquarters of every AssasiNation, most churches and temples, and a significant number of hotels, pawn shops, bus stops, ships, and cemeteries. Most Moresnet are overseen by a Castellan, who within that single space is equal in rank to a Triararch, and is considered the match for a Liturgy even outside their domain. The Ereborcracy anoints Castellans, but cannot remove their title. It can, however, suspend the sanctions of anyone violating the neutrality of their Moresnet, and even place a price on their head. But only for 72 hours — if a Castellan has no been killed or capitulated within that time, their authority and sanctuary within their Domain is maintained for a year and a day.
No action by a Shadowbreed may ever expose the Ereborcracy, the AssassiNations, the Canon, or any element of the careful balance of this shadow world. As needed Triararchs can Read In non-Shadowbreed for the purpose of maintaining the ability of the AssasssiNations to function and fight among themselves, but any that abused this power will be sanctioned.
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As the German Wüstendrachen had little impact on the war anywhere but in Africa, Allied planners tended to dismiss them as either a stunt designed to show the impressive reach of the Reich, or a poorly-conceived plan to create a new form of wonder-soldier to compete (in general, poorly) with powered-armor equipped heavy infantry.
In fact, neither of those was the strategic purpose of the Wüstendrachen, which was in general never realized.
By the time the Reich had determined victory had to mean conquering North and South America, the reality of logistics just invading the Soviet Union and Czarist Crimea had become clear. While invasions of the Americas wouldn’t have to deal with Russian Winter, the need to import the needed war materiel across one or more oceans was seen as a major problem. Even if jet bombers and saucers could destroy most of the continent’s opposing forces from the air, truly controlling such territory would require troops on the ground.
This is where the drachen were seen as part of the solution. The beasts were capable of outrunning and outlasting horses, camels, and even jeeps, could allow expert troops to carry significant materiel and even anti-tank weapons, and while they could not compete with walkers or heavy infantry, they were more than capable of handling light infantry or militias.
And they could breed.
The idea was that a well-blooded, well-trained Wüstendrachen could expand exponentially once established on a foreign continent. A single female could lay 4-5 eggs a week, and hatchlings were born nearly self-sufficient. They would imprint upon birth with a pack handler, could be used as guard animals within a week, and could become mounts within 3 months.
Rather than have to build factories, import or process fuel, maintain supply lines of tires and spare parts, the plan was for elite Wüstendrachen to establish bases of operations, feed their mounts on fallen foes and wild game, and recruit, train, and educate local whites to become volkwüstendrachen, creating a self-sustaining, replicating, self-sufficient scouting and patrol force that could spread across any continent with little support from Germany.
Though the project only took root in any strength under Rommel in Africa, its success there for years suggests it would have at least had some impact on an invasion of the Americas, if the Reich had ever managed great enough success to attempt such a thing.
Superheroes and pulp adventurers need nemeses who are just as colorful, interesting, and talented as the protagonists they oppose. Batman’s Rogue’s Gallery, the Flash’s Rogues, Spider-Man’s Sinister Six, Superman’s legions of foes, the Green Lantern’s Yellow Lanterns and so on, define those heroes as much as their powers and backstories do. So when running a supers RPG, GMs often want to create memorable foes to serve similar roles.
One way to do that is to do pastiche versions of classic villains. Another is to create new villains that draw on similar tropes, but aren’t 1-for-1 homages.
Since villains are often coolest if they have some collective noun (which doesn’t have to mean they work together… though sometimes they might), I have begun pondering a group of colorful foes ready to be the nemeses of nearly any hero.
I call them, the “Public Enemies.”
The master criminal known as Inverted Jenny is well-known to actually be Dr. Jennifer January, an expert in computational complexity theory who funded many philanthropic pursuits by working as a freelance postal and insurance investigator uncovering fraud. After she exposed a profitable money-laundering scheme being used by the Wolf’s Head, she was kidnapped and questioned by the villain Toxin under enhanced interrogation to see how much information she had turned over to the government. This treatment resulted in her developing dissociative identity disorder, apparently as an intentional side-effect of the psychotropic treatment she underwent.
The second identity that developed thought of herself as the opposite of everything Dr. Jennifer January believed in, and thus dubbed herself “Inverted Jenny.” Inverted Jenny is a genius planner obsessed with things that are the reverse of the norm, and stamps and stamp collecting. Though she has no superhuman powers, her ability to carefully plan, prepare for nearly any eventuality, adjust on the fly, and adapt to changing situations in clever and unexpected ways makes her a famously successful and dangerous foe. She is often very well funded, able to gather vast wealth in short periods of time through various forms of fraud, and happily spends that money to commit crimes that bring in much less value, but matches her personal aesthetic.
As Inverted Jenny she wears a domino mask (despite knowing her identity is public knowledge), and a high-quality pinstripe suit with a label pin of the famous Inverted Jenny stamp. She normally carries a handgun (often with specialty ammunition designed to deal with specific problems she has foreseen running into), a utility knife (generally concealed), a big ring (with the biplane from the famous stamp on it), and sometimes a cane (which has about a 50/50 change of having some special function, such as being a sword-cane, or a one-shot shotgun, or a cattle prod).
Inverted Jenny often works with a small club of all-women mercenary criminal specialists known as the Philatelists. These include Basel Dove (nonlethal munitions), Red Mercury (explosives), One-Cent Magenta (naval and underwater ops), Penny Black (disguise and infiltration), and Scinde Dawk (hand-to-hand combat). The Philatelists aren’t insane, and aren’t obsessed with stamps or inverted items. They were first assembled by Inverted jenny in an early, spectacularly successful, caper. While they were captured after they went their separate ways, their reputations were such that they were often freed and recruited by governments, master criminals, and of course Inverted Jenny herself. As a result, they use their stamp-based codenames, even when working independently or with groups with different motifs.
Two other Philatelists have sometimes been acknowledged, Penny Blue being a bodyguard often hired by Inverted Jenny, and Penny Red being a trainee of Penny Black (and possibly a younger relation) who operates independently as a bounty hunter and repossession expert on the gray side of the law.
Since Inverted Jenny is truly and genuinely insane, when captured she is generally confined and treated at the Segefield Sanatorium for the Criminally Insane. Of course, sometimes Dr. January’s personality is dominant, and at such times Inverted Jenny effectively does not exist. On numerous occasions, Dr. January has seemed to successfully and permanently suppress the Inverted Jenny personality, and managed to receive clearance to live in public, though always with regular monitoring and check-ins. Sadly, some treatments turned out to be only temporary, others couldn’t prevent a resurgence of Inverted Jenny if Dr. January was in extreme pain or danger, and in at least two cases what was a permanent fix was undone by some other villain who felt the need to recreate Inverted Jenny to access her planning expertise.
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Ungol is the Accursed City, the Land of Maddened Death, and the location of the Skulmance.
It is a kingdom, a ruin, a demiplane, a demigod, and an artifact.
Ghouls live in Ungol, as do wererats, rakshasa, jackalweres, and hags.
It can be reached only through rituals, though some rituals once performed open a path on a regular, though often infrequent, basis. It opposed, and is opposed by, Valorgard.
Only pain and wickedness comes from Ungol, and to even know of it can give it power. Even its dust has power. So we do not speak of it.
But anything written of Ungol morphs and changes, until the writing spreads dangerous lies that benefit only Ungol. Only writing inked with the blood of an unwilling sapient creature, and scribed on pages made from another unwilling sapients skin, can hold unchanging words of Ungol.
So we also do not write of it.
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The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.
Garuuhl is also known as the First Lich, the Bringer of Bottled Sorrow, and (especially where his veneration is allowed in major cities) the Preserver and the Fermented One. He is always depicted as a roughly 4-foot tall, lean, humanoid desiccated corpse, with a long, curved nose, bright white points of light for eyes, and durable clothing of resin-impregnated leather. His gauntlets are light gray leather and fingerless, with twisted mithral and adamantine thread at every seam and cuff. Though his throat, chest, and abdomen are normally covered with a leather work-coat, when opened it is revealed that fungus and mushrooms grow in his flesh at these places.
It is believed that this depiction of Garuuhl is so clear and consistent because, unlike most deities, he still visits his temples and shrines from time to time. All these places remain working distilleries, dairies, apothecaries, canneries, and herbalist shops, and the Preserver has been known to come to have some new discovery or process explained to him, or to loan out his gauntlets to a worthy student, or to set a cask or vat to ferment in a cave beneath a dread monastery for a few centuries, or to pluck a fungus from his flesh, and set it to grow in a corpse laying in the yard, and command it be left to grow. None of these events are frequent, but every few decades Garuuhl appears at some place that reveres him.
The First Lich is just that, the first mortal to achieve lichhood. What his species was prior to this is unknown, and it has been suggested he is anything from a shrunken human or elf to the frame or a thin dwarf, to a gnome, goblin or, or halfling. When asked, the god himself just notes he is a lich, and it’s hard to argue with that. While seeking a way to preserve his body forever, Garuuhl invented beer, ale, yogurt, wine, spirits, jam, and cheese.
It has been suggested that in his mad dash to exist forever, Garuuhl invented the things needed for civilization. He has shown uses for the caves beneath the earth, the things that grow in it, fire for cooking and tanning and fermenting, cold for freezing and drying. He is a god of dread and terrible knowledge, but also the wonders it can create.
There is no question that Garuuhl is evil. He cares only for his own researches and discoveries-and safety-and happily sacrifices anyone and anything that slows his desires. But there is also no question that his temples and monasteries are sources of great teaching, knowledge, and, and medicine. While most other gods oppose him (though Karrackar continues to simply try to convince the Fermented One to stop being a deific ass, and Tazoteot doesn’t much care what Garuuhl does as long as he keeps them and their worshipers well-supplied with narcotics as desired), they also accept that his contributions are more beneficial than harmful. But he also demands he be credited as the primary source of any discovery made by him or his followers, and rains horrors down on those who don’t acknowledge him.
From great evil can come knowledge that can be used for good. This neither changes that it was created through evil, nor that it’s main uses may be benevolent.
Even in lands where it is illegal to openly worship Garuuhl, as he is an evil deity, it is sometimes allowed to venerate him. His monasteries and temples sometimes operate openly, staffed not by “priests” but by “cantors” and “curates.” And, in truth, as long as they do his bidding, Garuuhl does not care if those he empowers and protects worship him, or not, though mostly to gain his divine power one must be willing to sacrifice all other entities at his command, which requires at least a non-good alignment.
*Garuuhl is Neutral Evil. He accepts the worship of entities of any alignment, but only non-good creatures can truly worship him. Some alchemists and wizards do venerate him as the source of much knowledge, while at the same time opposign his followers excessive experiments.
*Garuuhl’s colors are red, black, and white.
*His favorite weapon is alchemist’s fire.
*His favored animal is the bee.
*His servitors are alchemical inevitables and fiendish undead.
*His holy symbol is a knot of red fire, black ice, and white hide.
*His areas of concern are preservation, invention, discover, experimentation, and self-important.
*His domains are Death (undead), Earth (caves), Fire (smoke), Magic (alchemy), Plant (decay), and Water (ice).
His priests can take the bombs sect ion of the alchemy feature of alchemists in place of channel energy, and gain appropriate discoveries as feats. Spellcasters and alchemists who venerate, but do not worship him, can learn formulas to duplicate any spell from his granted domains as spells or extracts, but must never destroy or suppress knowledge of his church’s work, regardless of whether they try to stop it.
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The Icosantheon is a host of twenty deities bound not by a common origin, but by a united conservatorship of the immaterium that forms the sides and edges of the material plane.
This page is updated as new members of this divine collection are added.
7. Ovinnec, the Wild Visitor. CG.
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